Rendering Techniques on Planetary Scale

Ok so, I am making this thread to discuss development related issues and techniques on galactic/planet scale rendering. At the same time I have also implemented different components of planet rendering like terrains, oceans, atmospheric scattering etc. So I was thinking about some shadowing algorithm for planetary bodies based on the screenshots of inovae engine showing rings shadow being projected onto the planet and also the planet shadow being projected onto the rings at the backside. So here is what i have thought about an algorithm as shown in the picture below.

Tell me what do you think is this the right approach or do you see many flaws with this method?

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I honestly am not sure what they use and am simply posting this to revive this thread to maximize the chance that someone who does know sees it.


Last I remember they were using cascaded shadow maps, but it may have changed since them.